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Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
Dan Weiss Portfolio
[email protected] Dan Weiss http://dwgames.net www.linkedin.com/in/danweiss-games OBJECTIVE Fulltime gameplay programming or gameplay manager position in PC/Console gaming. SUMMARY • Experienced engineer and technical project manager • 10+ years experience developing in multiple revisions of the Unreal Engine • Multiplatform experience, including Windows, OS X, Xbox One, PS4, Switch, Stadia, iOS, Android, and Fire OS • Worked on 2 UE4 PC/Console titles, 2 Mobile UE3 titles, 3 PC/Console UE3 titles, 2 UE3 mods • B.S. in Real Time Interactive Simulation (Computer Science) program at DigiPen TECHNICAL SUMMARY Languages: C/C++, C#, Objective-C, Java, Unreal Script IDEs and Source Control: Visual Studio, Xcode, Perforce Game Engines: Unreal Engine 2, 3, & 4 Methodologies: Agile/SCRUM, Waterfall PROFESSIONAL SUMMARY Squanch Games Dec 2019 - Present Senior Gameplay Programmer • Senior gameplay programmer on new internal projects. • Primarily responsible for new gameplay systems, as well as helping mentor junior developers. Tripwire Interactive Jan 2017 – Nov 2019 Principal Gameplay Programmer April 2019 – Nov 2019 Lead Gameplay Programmer July 2017 – March 2019 • Team lead, managing group of gameplay programmers on all internal projects. • Continued gameplay work on Killing Floor 2 and Maneater features Senior Gameplay Programmer Jan 2017 – July 2017 • Senior gameplay programmer for Killing Floor 2. • Primarily responsible for new feature development of post-release content. Hi-Rez Studios June 2014 – Jan 2017 Lead Software Engineer March 2016 – Jan 2017 • Manager for programmers on Smite and Hand of the Gods teams, as well as primary gameplay developer. Senior Game Programmer June 2014 – March 2016 • Senior gameplay programmer for the Smite PC, Xbox One, and PS4 teams. -
Framework for Designing and Evaluating Game Achievements
Framework for Designing and Evaluating Game Achievements Juho Hamari Helsinki Institute for Information Technology HIIT, Aalto University HIIT, PO Box 19215 00076 Aalto, Finland +358 40 835 9563 [email protected] Veikko Eranti Helsinki Institute for Information Technology HIIT, Aalto University / Department of Social Research, University Of Helsinki Sociology, P.O. Box 18 00014 University of Helsinki, Finland +358 50 369 5129 [email protected] ABSTRACT This paper presents a framework for evaluating and designing game design patterns commonly called as “achievements”. The results are based on empirical studies of a variety of popular achievement systems. The results, along with the framework for analyzing and designing achievements, present two definitions of game achievements. From the perspective of the achievement system, an achievement appears as a challenge consisting of a signifying element, rewards and completion logics whose fulfilment conditions are defined through events in other systems (usually games). From the perspective of a single game, an achievement appears as an optional challenge provided by a meta-game that is independent of a single game session and yields possible reward(s). Keywords Online games, game design, game achievements, game rewards, marketing, game ontology, motivation, gamification INTRODUCTION Despite the rapid diffusion of achievements, badges and trophies into a variety of digital games and services, the phenomena around them have gained relatively little academic attention. Some industry studies have found that games with achievements generate more revenue and receive better critical reception (EEDAR 2007). A powerful example of the adoption of achievements is Microsoft’s Xbox Live platform: all games published there are required to have achievements. -
Dedicated Server Setup Guide Manual Version
Red Orchestra: Ostfront 41-45 Dedicated Server Manual Dedicated Server Setup Guide Manual Version 1.1 © Tripwire Interactive 2006 - 1 œ Red Orchestra: Ostfront 41-45 Dedicated Server Manual INTRODUCTION .............................................................................................................................................................. 3 SERVER TYPES ................................................................................................................................................................ 4 DEDICATED SERVERS........................................................................................................................................................... 4 BASIC SERVER SETUP ................................................................................................................................................... 5 IMPORTANT PORT NUMBERS............................................................................................................................................... 5 DOWNLOAD AND INSTALL RO:OST (LINUX) ..................................................................................................................... 6 Adding a new Linux User from terminal .............................................................................................................................. 6 Download and install HLDS Update Tool (Linux)............................................................................................................... 6 Download and install Red Orchestra -
Zeit Für Zombies!
Zeit für Zombies! Digitales | Games: Killing Floor 2 Längst gehören Zombies zum guten Ton der digitalen Gesellschaft und sind Grundbausteine vieler Spiele. Filme und Serien schildern die lebenden Toten oft als böse, postapokalyptische Ungeheuer, vor denen es selten ein Entrinnen gibt. Gamer greifen stattdessen zur Gegenwehr. Von LINH NGUYEN. Jedes Jahr versuchen sie, beim Zombiespektakel in ›Call of Duty‹ im Kooperationsspiel so viele Beißer wie möglich zu erlegen. Obwohl Zombie-Spiele stetig aus dem Boden sprießen, scheint der Markt noch nicht übersättigt. Das amerikanische Studio Tripwire Interactive wirft nun das Zombie Survival Koop-Spiel ›Killing Floor 2‹ auf den Markt. Bevor ihr das Spiel startet, steht euch eine Reihe von Klassen zur Verfügung, zwischen denen ihr wählen könnt. Dabei besitzt jede Klasse besondere Fertigkeiten, mit denen ihr euch und eure bis zu fünf Mitspieler supporten könnt. Während der Sanitäter schneller heilen kann, übernimmt der Unterstützer die Aufgabe eure Freunde mit Munition für den Kampf ums Überleben zu versorgen. Der Beserker ist Spezialist für Nahkampfwaffen und kann aus kurzer Distanz, vor allem bei Tunneln oder engen Gassen geeignet, den Gegnern fernhalten. Klassenkampf mit Zombies Insgesamt stehen euch 10 Klassen zur Verfügung, die ihr nicht nur in jedem Spiel, sondern bei jeder Angriffswelle wechseln könnt. In Bezug auf Waffen hat jede Klasse seine eigene Vorliebe. Zwar könnt ihr nach jeder Angriffswelle, sofern ihr genug Geld habt, eure Waffe frei wählen, allerdings gibt es die sogenannten Vorteilswaffen, die bei eurer ausgewählten Klasse – wie der Name schon verrät – Vorteile wie besseren Schaden oder erhöhte Nachladegeschwindigkeit verschaffen. Wenn die Unterstützer-Klasse also Waffen für kurze Distanzen, wie etwa Shotguns, bevorzugt, solltet ihr diese Waffe wegen diverser Vorteile auch nehmen. -
Annual Report2011 Web (Pdf)
ANNUAL REPORT 2 011 INTRODUCTION 3 CHAPTER 1 The PEGI system and how it functions 4 TWO LEVELS OF INFORMATION 5 GEOGRAPHY AND SCOPE 6 HOW A GAME GETS A RATINg 7 PEGI ONLINE 8 PEGI EXPRESS 9 PARENTAL CONTROL SYSTEMS 10 CHAPTER 2 Statistics 12 CHAPTER 3 The PEGI Organisation 18 THE PEGI STRUCTURE 19 PEGI s.a. 19 Boards and Committees 19 PEGI Council 20 PEGI Experts Group 21 THE FOUNDER: ISFE 22 THE PEGI ADMINISTRATORS 23 NICAM 23 VSC 23 PEGI CODERS 23 CHAPTER 4 PEGI communication tools and activities 25 INTRODUCTION 25 SOME EXAMPLES OF 2011 ACTIVITIES 25 PAN-EUROPEAN ACTIVITIES 33 PEGI iPhone/Android app 33 Website 33 ANNEXES 34 ANNEX 1 - PEGI CODE OF CONDUCT 35 ANNEX 2 - PEGI SIGNATORIES 45 ANNEX 3 - PEGI ASSESSMENT FORM 53 ANNEX 4 - PEGI COMPLAINTS 62 INTRODUCTION © Rayman Origins -Ubisoft 3 INTRODUCTION Dear reader, PEGI can look back on another successful year. The good vibes and learning points from the PEGI Congress in November 2010 were taken along into the new year and put to good use. PEGI is well established as the standard system for the “traditional” boxed game market as a trusted source of information for parents and other consumers. We have almost reached the point where PEGI is only unknown to parents if they deliberately choose to ignore video games entirely. A mistake, since practically every child or teenager in Europe enjoys video games. Promoting an active parental involvement in the gaming experiences of their children is a primary objective for PEGI, which situates itself at the heart of that. -
Killing Floor 2, Lo Shooter Sci-Fi in Salsa Horror Arriva Anche Su Xbox One
Killing Floor 2, lo shooter sci-fi in salsa horror arriva anche su Xbox One Deep Silver e Iceberg Interactive hanno recentemente lanciato anche su Xbox One Killing Floor 2. Il famoso sparatutto co-op sci-fi horror, che era già uscito in precedenza su Pc e PlayStation 4, è disponibile quindi anche sulla piattaforma di casa Microsoft al prezzo di 39.99 euro. Se nel primo capitolo l’invasione dei terribili mostri mutati chiamati Zed era circoscritta all’inghilterra, in questo sequel lo scontro si sposta in Francia, dove, pronte ad accogliere i sopravvissuti, ci sono orde di nemici assetate di sangue. Killing Floor 2 è a tutti gli effetti uno shooter old school di stampo survival che ricorda molto alcuni titoli da sala giochi in voga negli anni passati, un titolo che mette i giocatori nei panni di alcuni bizzarri combattenti per fronteggiare numerosissime tipologie di abomini sia in single che in multyplayer. Una volta scelto il proprio eroe, dopo aver composto il team (fino ad un massimo di 6 giocatori) ed aver scelto la classe d’appartenenza, l’unico obiettivo di chi gioca è quello di sopravvivere fino all’ultima ondata di fameliche creature, al termine della quale bisognerà abbattere un boss altamente pericoloso. Alla luce di tutto questo, gli amanti del genere ritroveranno in Killing Floor 2 il giusto tasso di sfida, di divertimento e, soprattutto, di varietà. Tutto questo è possibile perché le classi a disposizione del giocatore, cosi come le tipologie di mostri da affrontare sono davvero molte. In questo nuovo capitolo della serie la cooperazione rappresenta la strategia di gioco fondamentale per poter superare in modo efficace i vari stage dalla difficoltà crescente. -
Avanquest Deutschland Gmbh Pressemappe
Avanquest Deutschland GmbH Pressemappe Pressemappe Avanquest Deutschland GmbH Pressemappe (erstellt am 26.09.2021) Erstellt am: 26.09.2021 Avanquest Deutschland GmbH Pressemappe Inhaltsverzeichnis Firmeninfo ................................................................................................................................ 3 Firmenbeschreibung/Boilerplate ........................................................................................... 3 Ansprechpartner ...................................................................................................................... 3 Übersicht der Pressemeldungen ........................................................................................... 4 Pressemeldungen .................................................................................................................... 9 18.12.2020 - Audials One: Digitaler Staubsauger für Internet-Inhalte ............................................ 9 09.12.2020 - Avanquest liefert Spiele-Nachschub für den Lockdown .......................................... 15 30.07.2020 - Alle Treiber immer aktuell – dank Driver Genius 20 ............................................... 22 29.11.2019 - Avanquest veröffentlicht Expert PDF .................................................................... 27 12.08.2019 - Gamescom 2019 - Avanquest präsentiert Spiele und Software mit CAD-Schwerpunkt .... 32 29.04.2019 - Fotos veredeln per Mausklick – mit inPixio Photo Clip 9 ......................................... 36 15.04.2019 - Alle Treiber -
The Dead Man Vol 5: the Death Match, the Black Death, and the Killing Floor (Dead Man Series) by William Rabkin, Lee Goldberg
The Dead Man Vol 5: The Death Match, The Black Death, And The Killing Floor (Dead Man Series) By William Rabkin, Lee Goldberg Reading books is the best way of self-development and learning many interesting things. Today, paper books are not as popular as a couple of decades ago due to the emergence of electronic books (ebooks). Ebook is a book in a digital format. It can be both a book itself and the device for reading it. Electronic books are available in txt, DjVu, ePub, PDF formats, etc. One of the advantages of ebooks is that you can download The Dead Man Vol 5: The Death Match, The Black Death, And The Killing Floor (Dead Man Series) By William Rabkin, Lee Goldberg pdf along with hundreds of other books into your device and adjust the font size, the brightness of the backlight, and other parameters to make the reading comfortable. Also, you can easily and quickly find the place you left off and save your favorite quotes. On our website, you can download ebooks on various subjects – educational literature, travel, health, art and architecture, adventure, ancient literature, business literature, literature for children, detectives and thrillers, manuals, etc. A huge advantage of an electronic device for reading is that it can store about 10,000 books. If you visit our website hoping to find The Dead Man Vol 5: The Death Match, The Black Death, And The Killing Floor (Dead Man Series), we are happy to tell you that it is available in all the formats. Our database of ebooks is constantly updated with new works of world literature, so if you need to find some rare book in pdf or any other format, you will definitely be able to do it on our website. -
Summarizing Game Reviews: First Contact
Summarizing Game Reviews: First Contact Aris Kosmopoulos Antonios Liapis SciFY PNPC and NCSR Demokritos Institute of Digital Games, University of Malta Athens, Greece Msida, Malta [email protected] [email protected] George Giannakopoulos Nikiforos Pittaras SciFY PNPC and NCSR Demokritos NCSR Demokritos and Kapodistrian University of Athens Athens, Greece Athens, Greece [email protected] [email protected] ABSTRACT content, strategies, cheats, etc. This community-driven content In recent years the number of players that are willing to submit a often informs other users’ purchases (e.g. via an aggregated review video game review has increased drastically. This is due to a com- score) but is also carefully monitored by developers and publishers bination of factors such as the raw increase of video gamers and in order to gauge opinions on specific aspects of the game which the wide use of gaming platforms that facilitate the review submis- can be patched or improved in updates to the game or in sequels. For sion process. The vast data produced by reviewers make extracting both players and developers, being able to succinctly monitor other actionable knowledge difficult, both for companies and other play- players’ views is highly beneficial. The website www.metacritic.com ers, especially if the extraction is to be completed in a timely and aggregates reviews by players and professional critics, returning efficient manner. In this paper we experiment with a game review a percentage score for the game and highlighting diverse reviews summarization pipeline that aims to automatically produce review along the spectrum of positive versus negative. -
Intel and Epic Games Launch ''$1 Million Intel Make Something Unreal Contest''
April 3, 2008 Intel and Epic Games Launch ''$1 Million Intel Make Something Unreal Contest'' Legendary Mod-Making Contest with More Than $1 Million in Cash and Prizes to Spark Game Development CARY, N.C.--(BUSINESS WIRE)-- Epic Games, Inc., the award-winning developer of multimillion-selling games and the world's leading game engine, Unreal Engine 3, today announced plans to follow up the original "$1 Million Make Something Unreal Contest" with an all new competition to include esteemed sponsor Intel Corporation. Winnings exceed $1 million in value, and consist of one coveted Unreal Engine 3 license as a grand prize and other cash awards and prizes, including Intel(R) Software Development Products and Velocity Micro PCs based on the Intel(R) Dual Socket Extreme Desktop Platform with two Intel(R) Core(TM)2 Extreme quad-core processors. The 2008 "$1 Million Intel Make Something Unreal Contest" will be judged in four preliminary phases and a grand final. Judging will begin in June 2008 and will conclude, with the grand final prizes being awarded, in fall 2009. To participate, aspiring game developers create modifications ("mods") for the PC version of Unreal Tournament 3 in a wide range of categories including environments, characters, weapons, gameplay, tools, vehicles and more. Through the contest, players can unleash their creative skills, make new content and game experiences using cutting-edge game technology, and reap rewards on many different levels. The content created for this contest will be freely available to players of the PC version of Unreal Tournament 3 worldwide. "To all you aspiring game developers out there - this is your chance to get in the big leagues. -
An Empirical Study of Early Access Games on the Steam Platform
Empir Software Eng DOI 10.1007/s10664-017-9531-3 An empirical study of early access games on the Steam platform Dayi Lin1 · Cor-Paul Bezemer1 · Ahmed E. Hassan1 © Springer Science+Business Media, LLC 2017 Abstract “Early access” is a release strategy for software that allows consumers to pur- chase an unfinished version of the software. In turn, consumers can influence the software development process by giving developers early feedback. This early access model has become increasingly popular through digital distribution platforms, such as Steam which is the most popular distribution platform for games. The plethora of options offered by Steam to communicate between developers and game players contribute to the popularity of the early access model. The model is considered a success by the game development commu- nity as several games using this approach have gained a large user base (i.e., owners) and high sales. On the other hand, the benefits of the early access model have been questioned as well. In this paper, we conduct an empirical study on 1,182 Early Access Games (EAGs) on the Steam platform to understand the characteristics, advantages and limitations of the early access model. We find that 15% of the games on Steam make use of the early access model, with the most popular EAG having as many as 29 million owners. 88% of the EAGs are classified by their developers as so-called “indie” games, indicating that most EAGs are developed by individual developers or small studios. We study the interaction between Communicated by: Massimiliano Di Penta Dayi Lin [email protected] Cor-Paul Bezemer [email protected] Ahmed E.